#include "baseshapes.h"
#include <GL/glut.h>
#include <GL/gl.h>
#include "vector-3d.h"

Teapot::Teapot()
{}

Teapot::~Teapot()
{}

void Teapot::render()
{
  glCullFace(GL_FRONT);
  glutSolidTeapot(1.0);
  glCullFace(GL_BACK);
}

//----------------------

Sphere::Sphere(double res):_res(res)
{}

Sphere::~Sphere()
{}

void Sphere::render()
{
  GLUquadricObj *qobj = gluNewQuadric();
  gluQuadricDrawStyle(qobj,GLU_FILL);
  gluQuadricNormals(qobj, GLU_SMOOTH);    
  gluQuadricTexture(qobj,true);
  gluSphere(qobj,1.0,(int)_res,(int)_res);
  gluDeleteQuadric(qobj); 
}

//-------------------------

Cylinder::Cylinder(double bottom,double top,double length,double res):
  _bottom(bottom),_top(top),_length(length),_res(res)
{}

Cylinder::~Cylinder()
{}

void Cylinder::render()
{

  GLUquadricObj *qobj = gluNewQuadric();
  gluQuadricDrawStyle(qobj,GLU_FILL);
  gluQuadricNormals(qobj, GLU_SMOOTH);    
  gluQuadricTexture(qobj,true);
  gluCylinder(qobj,_bottom,_top,_length,(int)_res,(int)_res);
  gluDeleteQuadric(qobj); 
}

//-------------------------

Axis::Axis()
{
  
}

Axis::~Axis()
{}

void Axis::render()
{
    /* 
       Affichage des axes de l'environnement
    */
    glDisable(GL_LIGHTING);
    glBegin(GL_LINES);
    /* X */
    glColor3f(1.0,0,0);
    glVertex3f(0,0,0);
    glVertex3f(1,0,0);
    /* Y */
    glColor3f(0,1,0);
    glVertex3f(0,0,0);
    glVertex3f(0,1,0);
    /* Z */
    glColor3f(0,0,1);
    glVertex3f(0,0,0);
    glVertex3f(0,0,1);
    glEnd();
    
    glEnable(GL_LIGHTING);
}

//-------------------------

Quad::Quad():_width(1),_height(1)
{}

Quad::Quad(double width,double height):_width(width),_height(height)
{
  
}

Quad::~Quad()
{}

void Quad::render()
{
    //render a horizontal quad centered in 0 in local coordinates
    glBegin(GL_QUADS);
    glNormal3f(0.0,0.0,1.0);
    glTexCoord2f(1,1);
    glVertex3f(_width/2,_height/2,0);
    glTexCoord2f(0,1);
    glVertex3f(-_width/2,_height/2,0);
    glTexCoord2f(0,0);
    glVertex3f(-_width/2,-_height/2,0);
    glTexCoord2f(1,0);
    glVertex3f(_width/2,-_height/2,0);
    glEnd();
}

//-----------------------------------------------

Polyline::Polyline(bool loop):
  _loop(loop)
{}

Polyline::~Polyline()
{}

void Polyline::render()
{
  glDisable(GL_LIGHTING);
  
  if (_loop)
  {
      glBegin(GL_LINE_LOOP);
  }
  else
  {
      glBegin(GL_LINE_STRIP);
  }
  
  glColor3f(1,1,1);
  
  for (unsigned int i=0;i<_points->size();i++)
  {
      glVertex3f((*_points)[i].getX(),
                 (*_points)[i].getY(),
                 (*_points)[i].getZ());
  }
  
  glEnd();
  glEnable(GL_LIGHTING);
}

//-----------------------------------------------

Mesh::Mesh()
{}

Mesh::~Mesh()
{}

void Mesh::render()
{
    glDisable(GL_CULL_FACE);
    glBegin(GL_TRIANGLES);
    
    for (unsigned int i=0;i<_indices.size();i+=3)
    {
        Vector3D vertex0=_vertices[_indices[i]];
        Vector3D vertex1=_vertices[_indices[i+1]];
        Vector3D vertex2=_vertices[_indices[i+2]];
        Vector3D normal0=_normals[_indices[i]];
        Vector3D normal1=_normals[_indices[i+1]];
        Vector3D normal2=_normals[_indices[i+2]];
        
        //    glColor3f(1,0,0);
        glNormal3f(normal0.getX(),normal0.getY(),normal0.getZ());
        glTexCoord2f(_texCoords[_indices[i]].first,_texCoords[_indices[i]].second);
        glVertex3f(vertex0.getX(),vertex0.getY(),vertex0.getZ());
        
        //     glColor3f(0,1,0);
        glNormal3f(normal1.getX(),normal1.getY(),normal1.getZ());
        glTexCoord2f(_texCoords[_indices[i+1]].first,_texCoords[_indices[i+1]].second);
        glVertex3f(vertex1.getX(),vertex1.getY(),vertex1.getZ());
        
        //     glColor3f(0,0,1);
        glNormal3f(normal2.getX(),normal2.getY(),normal2.getZ());
        glTexCoord2f(_texCoords[_indices[i+2]].first,_texCoords[_indices[i+2]].second);
        glVertex3f(vertex2.getX(),vertex2.getY(),vertex2.getZ());
    }
    
    glEnd();
    glEnable(GL_CULL_FACE);
}

//-----------------------------------------------

Grid::Grid(double width,double  height,unsigned int width_res,unsigned int height_res,double tex_scale)
{
    //Build vertices, normals and texcoords
    for (unsigned int i=0;i<=width_res;i++)
    {
        for (unsigned int j=0;j<=height_res;j++)
        {
            Vector3D vertex((width/width_res)*i,(height/height_res)*j,0.0);
            Vector3D normal(0,0,1);
            _vertices.push_back(vertex);
            _normals.push_back(normal);
            _texCoords.push_back(std::make_pair((double)i*tex_scale,(double)j*tex_scale));
        }
    }
    
    //Build indices
    for (unsigned int i=0;i<width_res;i++)
    {
        for (unsigned int j=0;j<height_res;j++)
        {
            _indices.push_back(i+j*(width_res+1));
            _indices.push_back(i+(width_res+1)*(j+1));
            _indices.push_back((i+1)+(width_res+1)*(j+1));
            _indices.push_back((i+1)+(width_res+1)*(j+1));
            _indices.push_back((i+1)+(width_res+1)*(j));
            _indices.push_back((i)+(width_res+1)*(j));
        }
    }
}

Grid::~Grid()
{}

//-------------------------------------------------------------

AntShape::AntShape()
{
    //Corps
    ShapePart* part1=new Sphere();
    part1->getMaterial()->setAmbient(0.2,0.2,0.3);
    part1->getMaterial()->setShininess(0);
    part1->getTransform()->setScale(2.0,2.0,2.0);
    part1->getTransform()->setPosition(-2.0,0.0,2.0);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.2,0.2,0.3);
    part1->getMaterial()->setShininess(0);
    part1->getTransform()->setScale(2.0,2.0,2.0);
    part1->getTransform()->setPosition(0.0,0.0,2.0);
    addPart(part1);
    //Tete
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.2,0.2,0.3);
    part1->getMaterial()->setShininess(0);
    part1->getTransform()->setPosition(2.0,0.0,2.0);
    addPart(part1);
    //Pate G
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(75,0,0);
    part1->getTransform()->setPosition(0.0,4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(0.0,4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(45,0,0);
    part1->getTransform()->setPosition(0.0,6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    //Pate G
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(75,0,0);
    part1->getTransform()->setPosition(-1.0,4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(-1.0,4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(45,0,0);
    part1->getTransform()->setPosition(-1.0,6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    //Pate G
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(75,0,0);
    part1->getTransform()->setPosition(1.0,4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(1.0,4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(45,0,0);
    part1->getTransform()->setPosition(1.0,6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    //Pate D
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-75,0,0);
    part1->getTransform()->setPosition(0.0,-4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(0.0,-4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-45,0,0);
    part1->getTransform()->setPosition(0.0,-6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    //Pate D
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-75,0,0);
    part1->getTransform()->setPosition(1.0,-4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(1.0,-4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-45,0,0);
    part1->getTransform()->setPosition(1.0,-6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    //Pate D
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-75,0,0);
    part1->getTransform()->setPosition(-1.0,-4.0,2.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(-1.0,-4.0,2.1);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(-45,0,0);
    part1->getTransform()->setPosition(-1.0,-6.0,0.0);
    part1->getTransform()->setScale(0.2,0.2,3);
    addPart(part1);
    //Antennes
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(0,60,30);
    part1->getTransform()->setPosition(2.5,0.3,2.0);
    part1->getTransform()->setScale(0.1,0.1,3);
    addPart(part1);
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(5.0,0.3,3.5);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
    
    part1=new Cylinder();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setOrientation(0,60,-30);
    part1->getTransform()->setPosition(2.5,-0.3,2.0);
    part1->getTransform()->setScale(0.1,0.1,3);
    addPart(part1);
    part1=new Sphere();
    part1->getMaterial()->setAmbient(0.0,0.0,0.0);
    part1->getTransform()->setPosition(5.0,-0.3,3.5);
    part1->getTransform()->setScale(0.3,0.3,0.3);
    addPart(part1);
}

AntShape::~AntShape()
{
}

Car::Car()
{}

Car::~Car()
{}

void Car::render()
{
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.012329, -0.911252, -0.411603);
	glVertex3f( -1.840362, 2.188377, 1.849926);
	glNormal3f(-0.024781, -0.908536, -0.417035);
	glVertex3f( -1.768408, 2.662610, 0.784532);
	glNormal3f(-0.016327, -0.909482, -0.415357);
	glVertex3f( -2.083124, 2.654151, 0.830028);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.012329, -0.911252, -0.411603);
	glVertex3f( -1.840362, 2.188377, 1.849926);
	glNormal3f(-0.016327, -0.909482, -0.415357);
	glVertex3f( -2.083124, 2.654151, 0.830028);
	glNormal3f(-0.005676, -0.909207, -0.416242);
	glVertex3f( -3.057884, 2.552995, 1.058171);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.453383, -0.087008, -0.887020);
	glVertex3f( -4.882799, 1.856213, 1.181460);
	glNormal3f(0.468215, 0.039949, -0.882687);
	glVertex3f( -5.067754, 0.000014, 1.221062);
	glNormal3f(0.470290, -0.020539, -0.882260);
	glVertex3f( -3.741055, 0.000014, 1.914895);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.453383, -0.087008, -0.887020);
	glVertex3f( -4.882799, 1.856213, 1.181460);
	glNormal3f(0.470290, -0.020539, -0.882260);
	glVertex3f( -3.741055, 0.000014, 1.914895);
	glNormal3f(0.468154, -0.119602, -0.875484);
	glVertex3f( -3.728212, 1.223772, 1.841987);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.453383, -0.087008, -0.887020);
	glVertex3f( -4.882799, 1.856213, 1.181460);
	glNormal3f(0.468154, -0.119602, -0.875484);
	glVertex3f( -3.728212, 1.223772, 1.841987);
	glNormal3f(0.453810, -0.118686, -0.883145);
	glVertex3f( -3.715030, 1.735079, 1.753853);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.645436, -0.028199, -0.763268);
	glVertex3f( 2.327507, 0.000014, 0.951485);
	glNormal3f(-0.519211, -0.304666, -0.798456);
	glVertex3f( 2.072396, 2.099395, 0.929962);
	glNormal3f(-0.606159, -0.177679, -0.775231);
	glVertex3f( 1.001594, 1.346884, 1.927570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.645436, -0.028199, -0.763268);
	glVertex3f( 2.327507, 0.000014, 0.951485);
	glNormal3f(-0.606159, -0.177679, -0.775231);
	glVertex3f( 1.001594, 1.346884, 1.927570);
	glNormal3f(-0.635975, 0.038667, -0.770714);
	glVertex3f( 1.149223, 0.000014, 1.942354);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.373699, -0.486923, 0.789422);
	glVertex3f( 6.147171, 2.441903, -1.184911);
	glNormal3f(0.315714, -0.751854, 0.578784);
	glVertex3f( 5.964471, 2.718572, -0.743029);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.373699, -0.486923, 0.789422);
	glVertex3f( 6.147171, 2.441903, -1.184911);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glNormal3f(-0.358989, -0.226783, 0.905362);
	glVertex3f( 6.811371, 2.218997, -1.167976);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.716575, -0.121952, 0.686728);
	glVertex3f( 7.366496, 2.018233, -0.539958);
	glNormal3f(-0.748039, -0.150853, 0.646229);
	glVertex3f( 7.382135, 1.891716, -0.541072);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.716575, -0.121952, 0.686728);
	glVertex3f( 7.366496, 2.018233, -0.539958);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glNormal3f(-0.641865, -0.472152, 0.604175);
	glVertex3f( 7.304133, 2.384993, -0.519503);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.358989, -0.226783, 0.905362);
	glVertex3f( 6.811371, 2.218997, -1.167976);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glNormal3f(-0.791101, -0.154851, 0.591754);
	glVertex3f( 7.092871, 1.746937, -0.962117);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.358989, -0.226783, 0.905362);
	glVertex3f( 6.811371, 2.218997, -1.167976);
	glNormal3f(-0.791101, -0.154851, 0.591754);
	glVertex3f( 7.092871, 1.746937, -0.962117);
	glNormal3f(-0.451247, -0.071780, 0.889492);
	glVertex3f( 6.904571, 1.845197, -1.166888);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.763024, -0.081423, 0.641194);
	glVertex3f( 7.218209, 1.898301, -0.752802);
	glNormal3f(-0.584613, -0.574908, 0.572405);
	glVertex3f( 7.105170, 2.378971, -0.752787);
	glNormal3f(-0.748039, -0.150853, 0.646229);
	glVertex3f( 7.382135, 1.891716, -0.541072);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.763024, -0.081423, 0.641194);
	glVertex3f( 7.218209, 1.898301, -0.752802);
	glNormal3f(-0.748039, -0.150853, 0.646229);
	glVertex3f( 7.382135, 1.891716, -0.541072);
	glNormal3f(-0.784265, -0.070925, 0.616321);
	glVertex3f( 7.389334, 1.854976, -0.543491);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.763024, -0.081423, 0.641194);
	glVertex3f( 7.218209, 1.898301, -0.752802);
	glNormal3f(-0.784265, -0.070925, 0.616321);
	glVertex3f( 7.389334, 1.854976, -0.543491);
	glNormal3f(-0.789666, -0.014008, -0.613361);
	glVertex3f( 7.290507, 1.818962, -0.651841);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.451247, -0.071780, 0.889492);
	glVertex3f( 6.904571, 1.845197, -1.166888);
	glNormal3f(-0.791101, -0.154851, 0.591754);
	glVertex3f( 7.092871, 1.746937, -0.962117);
	glNormal3f(-0.817377, -0.093661, 0.568407);
	glVertex3f( 7.282772, 0.468934, -0.954996);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(-0.451247, -0.071780, 0.889492);
	glVertex3f( 6.904571, 1.845197, -1.166888);
	glNormal3f(-0.817377, -0.093661, 0.568407);
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}



